Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
pink FLUFF
Goonfeet
33
|
Posted - 2013.06.04 21:14:00 -
[1] - Quote
Drop uplinks are essentially one of the best items a team can have on the field at any given point. However, I believe they should be limited to the number on field. There are games in which I have seen 15+ uplinks on the battlefield. If you skill into uplinks you can drop 5+ on your own. There could be a mechanic into play that the greater number of uplinks the less effective one is. As of right now it is too easy to spam uplinks everywhere making it a pain for the other team to counter this.
Before you guys complain I always carry uplinks on me and tell my guys to at least drop two on random locations. I am coming from the perspective of the 15+ uplink battlefield. It makes it too easy to get around the map after objectives have been taken.
Also no award is given for the destruction of any equipment so its pointless to destroy them for WPs. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4201
|
Posted - 2013.06.04 21:29:00 -
[2] - Quote
I would rather limit how many can be deployed within 100 meters of each other. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
11
|
Posted - 2013.06.04 21:59:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:I would rather limit how many can be deployed within 100 meters of each other.
I'd be in support of something like this as long as it only applies to uplinks belonging to the same team. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
878
|
Posted - 2013.06.04 22:13:00 -
[4] - Quote
Krom Ganesh wrote:KAGEHOSHI Horned Wolf wrote:I would rather limit how many can be deployed within 100 meters of each other. I'd be in support of something like this as long as it only applies to uplinks belonging to the same team.
You know, I kinda like the idea of using uplinks to "jam" other uplinks with certain variants having a wider area of influence and higher tiers of uplinks beating lower tiers.
Could even have an uplink that people can't spawn on, It's only purpose could be to jam other uplinks.
We do need more E-war, after all. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
11
|
Posted - 2013.06.04 22:16:00 -
[5] - Quote
Talos Alomar wrote: You know, I kinda like the idea of using uplinks to "jam" other uplinks with certain variants having a wider area of influence and higher tiers of uplinks beating lower tiers.
Could even have an uplink that people can't spawn on, It's only purpose could be to jam other uplinks.
We do need more E-war, after all.
I like the idea of uplink jamming, but I think it should be a separate device. Someone else had a suggestion for one a day or two ago on here. |
Bendtner92
Imperfects Negative-Feedback
594
|
Posted - 2013.06.04 22:20:00 -
[6] - Quote
To be honest I just don't think the amount of Uplinks is really the problem. In my opinion the problem is that you spawn too fast from Uplinks, so you have no chance of pushing the enemy team back, because they just instaspawn back.
Uplinks need to have a higher spawntime, this would also make CRUs more valuable. I touched on some of these points in this thread https://forums.dust514.com/default.aspx?g=posts&m=881177#post881177
Another thing is that Injectors don't work at the moment, so people have just swapped those for even more Uplinks. Nanohives are not really that needed either, since you instaspawn back on Uplinks, so if you die faster instead of surviving longer and thus need ammo, it's not really that big of a deal.
All in all I really believe Uplinks should have a longer spawntime. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1086
|
Posted - 2013.06.04 22:24:00 -
[7] - Quote
pink FLUFF wrote:Drop uplinks are essentially one of the best items a team can have on the field at any given point. However, I believe they should be limited to the number on field. There are games in which I have seen 15+ uplinks on the battlefield. If you skill into uplinks you can drop 5+ on your own. There could be a mechanic into play that the greater number of uplinks the less effective one is. As of right now it is too easy to spam uplinks everywhere making it a pain for the other team to counter this.
Before you guys complain I always carry uplinks on me and tell my guys to at least drop two on random locations. I am coming from the perspective of the 15+ uplink battlefield. It makes it too easy to get around the map after objectives have been taken.
Also no award is given for the destruction of any equipment so its pointless to destroy them for WPs. CCP has stated that they are adding in the hacking of deployed items that combined with the high fittings cost of Uplinks (plus their ISK and SP requirements of course) is quite sufficient for balance.
Besides which viable uplink placement isn't simple, if they're close together one flux wipes the lot. If they're in open ground it's camptastic and placed to far from combat zones they become of diminished tactical use.
They're useful to be sure but they're taking SP, ISK, high CPU/PG, and the single equipment slot that most suits offer.
Oh and point of clarity, you can only deploy 3 uplinks on your own with max SP into the uplink skill unless you're either A) A Logi running several types of uplinks in more than one Equp slot. B) Using a depot or suicide to swap fits for different uplinks. It's worth noting this so that others who haven't maxed uplink deployment aren't given a false sense of ease regarding their placement on the map.
Further the lack of injector function, the continued weak aspects of the repair tool and the ninja nerf to nano hives have all weighted equipment use towards uplinks. And the new spawning system makes camping harder, meaning that spawn points are actually serving more of a purpose now than before since Mercs spawning in can actually contribute to the fight rather than be killed before they even finished spawning as used to be the case.
0.02 ISK Cross
ps ~ part of why more uplinks are being deployed under Uprising is that you can see the links all over the map so they're popped more quickly and easily, this leads to teams compensating by simply spamming them. Uplinks are on balance weaker under Uprising than they were under Chrome and earlier but only now are there threads calling for nerfs. In that way it's much like the calls to nerf the Minmitar Logi suit in Uprising despite it remaining unchanged since before CODEX (aside from Uprising adding +15% more hacking speed buff in exchange for roughly a Mill SP, but the nerf cries haven't been about it's hacking abilities). |
cy6
Raging Pack of Homos
33
|
Posted - 2013.06.04 22:27:00 -
[8] - Quote
Bendtner92 wrote:
Another thing is that Injectors don't work at the moment, so people have just swapped those for even more Uplinks.
I just found out yesterday that its as simple as hovering over someone and pressing O. The quick access to revive really changed the need to switch to nyanite injector and pressing r1 to use it. very useful now |
Cross Atu
Conspiratus Immortalis Covert Intervention
1086
|
Posted - 2013.06.04 22:30:00 -
[9] - Quote
cy6 wrote:Bendtner92 wrote:
Another thing is that Injectors don't work at the moment, so people have just swapped those for even more Uplinks.
I just found out yesterday that its as simple as hovering over someone and pressing O. The quick access to revive really changed the need to switch to nyanite injector and pressing r1 to use it. very useful now The new feature is nice I agree but it doesn't circumvent the current targeting bugs within the revival system. CCP has confirmed they're working on these bugs which is good but at present if the point of death is in the air or on an incline (or the result of a vehicle impact, or often even an explosion) then the placement of the "revive point" can be such that it is functionally impossible to access even assuming a fully secure zone within which to try.
0.02 ISK Cross |
Knarf Black
Subdreddit Test Alliance Please Ignore
877
|
Posted - 2013.06.04 22:44:00 -
[10] - Quote
I bet all the BattleBee Logis on the field these days are contributing to the current uplink glut. |
|
sQuatch78
NOT RESPONSIBLE 4 SUICIDES
1
|
Posted - 2013.06.07 22:11:00 -
[11] - Quote
I like the idea of interference or jamming if uplinks are placed to close to each other.
Also imo, they are currently much to easy to deploy. Think about, you are basically placing a teleport homing beacon, right? And you can just do so by chucking this advanced piece of equipment when running or jumping and everything is fine as long as they fall somewhat flat on the ground?
Suggestion, maybe add a timer when deploying drop uplinks. Could be similar to the hacking of turrets etc. It could also be nicely complemented by an additional skill allowing to speed up the deploy time of uplinks. That would make setting up uplinks more dangerous and emphasize the role of Scout suits in general and the importance of being stealthy when doing so.
Big beef for me, currently there are no war points when destroying uplinks (or nanohives for that matter). I mean, you get war points for destruction of any other enemy resource (drop suits, turrets, etc). So why none for drop uplinks? |
Thor Odinson42
Molon Labe. League of Infamy
332
|
Posted - 2013.06.07 22:53:00 -
[12] - Quote
I like the gameplay with uplinks. It's intense. |
pseudosnipre
DUST University Ivy League
37
|
Posted - 2013.06.07 23:18:00 -
[13] - Quote
I'm see a few valid reasons for their overuse:
1. Must spam many to insure the survival of a few due to obscene visibility on radar. 2. Anti-spawnkill mechanic puts enemies on radar when close to uplinks. 3. When placed on objective, enemy must decide between hack and preventing invisible reinforcements.
I prefer the Chromosome mechanics, but realize spawnkilling newberries was a major problem. Anyone know if uplinks are working as intended? |
Talos Alomar
Subdreddit Test Alliance Please Ignore
890
|
Posted - 2013.06.07 23:53:00 -
[14] - Quote
Krom Ganesh wrote: I like the idea of uplink jamming, but I think it should be a separate device. Someone else had a suggestion for one a day or two ago on here.
I think keeping it as a function of the normal uplink would make the battles over specific spots seem more urgent - you need to take out that uplink or else that spot is lost. this will help every fire fight seem that much more important.
|
Scheneighnay McBob
Bojo's School of the Trades
1455
|
Posted - 2013.06.08 00:15:00 -
[15] - Quote
KAGEHOSHI Horned Wolf wrote:I would rather limit how many can be deployed within 100 meters of each other. Definitely
I once saw at an enemy-controlled NULL cannon (so they can spawn on the cannon, too) An enemy CRU an uplink on the roof above it an uplink in a corner near the objective another uplink underneath the CRU where only explosives can damage it
it's a race against the clock to disable all 5 spawns before someone notices. |
WASTED MERC
The Southern Legion RISE of LEGION
5
|
Posted - 2013.06.08 00:19:00 -
[16] - Quote
cy6 wrote:Bendtner92 wrote:
Another thing is that Injectors don't work at the moment, so people have just swapped those for even more Uplinks.
I just found out yesterday that its as simple as hovering over someone and pressing O. The quick access to revive really changed the need to switch to nyanite injector and pressing r1 to use it. very useful now
They better as its a on going long term bug they keep ignoring in favour of pointless crap like grass on the ground The other thing I hate about logi is the crappy trigger control on the rep tool. It often does not "fire" when I press the trigger. Rep tool should be always on and the trigger should cancel the lock. One other annoying issue is the stupid eq selection screen. I have to hold direction then release, once I release the target moves and why not have dynamically spaced equip boxes, or select where eq is, or spread it out a bit, dont jam all my eq together in one corner |
pink FLUFF
Goonfeet Top Men.
45
|
Posted - 2013.08.17 01:22:00 -
[17] - Quote
Bump |
Cross Atu
G.U.T.Z Covert Intervention
1493
|
Posted - 2013.08.17 02:23:00 -
[18] - Quote
pink FLUFF wrote:Drop uplinks are essentially one of the best items a team can have on the field at any given point. However, I believe they should be limited to the number on field. There are games in which I have seen 15+ uplinks on the battlefield. If you skill into uplinks you can drop 5+ on your own. There could be a mechanic into play that the greater number of uplinks the less effective one is. As of right now it is too easy to spam uplinks everywhere making it a pain for the other team to counter this.
Before you guys complain I always carry uplinks on me and tell my guys to at least drop two on random locations. I am coming from the perspective of the 15+ uplink battlefield. It makes it too easy to get around the map after objectives have been taken.
Also no award is given for the destruction of any equipment so its pointless to destroy them for WPs. WP for destroying uplinks and other equipment is coming, so no worries there.
A dedicated logi can deploy 14 uplinks so limiting the numbers as you are saying hits support players most. In fact nerfs to uplinks in general hit support players most because while other classes can use them they are the primary utility and earnings source for support players.
Uprising has already seen a nerf to nanohives, bugs with both uplinks and injectors, continued issues with repair tools, a nerf to the eHP of all Logi suits (not just the Cal Logi which I never ran) etc.
There's been a hard push from many in the community to nerf the combat ability of logi, the durability of logi and various forms of equipment (the source of utility and earnings for logi), the role is getting squeezed from all sides and it seems that this trend isn't being actively considered within the various threads doing it.
0.02 ISK Cross |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |